Rage Preview
Monster from the id.
"We are the pioneers of technology," announces lead designer Tim Willits with confidence at the start of his presentation of Rage. Is that really still true? Rage is id Software's first major in-house game since 2004's Doom III. By the time it's released next year, that will be seven years ago. Seven long years during which we've seen Unreal Engine 3 sweep the games industry and no less than two further iterations of Crytek's spectacular CryEngine. id defined gaming as much as anyone in the nineties, but aren't the days when it could call itself a pioneer long gone?
Willits doesn't need to justify his statement to us, however. Instead he just fires up Rage, created with the new id Tech 5. The game is at least a year away from release, but visually, it's almost flawless. Textures are busy with detail and eye-wateringly clean. Lighting is sharp. And the game runs fast, seldom if ever dipping so much as a toe below the 60-frames-per-second watermark, even when Willits jumps in a dune buggy and begins pelting across the landscape at extreme speed.
And here's the thing: the Rage demo is not running on some obscene high-end PC, but a regular Xbox 360. "John Carmack just loves to get things running as fast as humanly possible," Willits says casually. No kidding. The legendary coder's black magic mojo clearly hasn't left him yet, and the purchase of id by Bethesda's parent company ZeniMax Media is making more sense every frame-packed second. (Oh, and in case you're wondering, Willits claims it's currently even more stable on PS3.)

Each bandit clan will have unique graffiti tags and combat behaviours, although they do all seem to favour goggles.
So that's id's technical relevance in 2010 confirmed with nonchalant ease. Elsewhere, however, Willits adopts a more humble tone. The action is still run-and-gun, he says, but Rage is "trying to improve the expectations people have of an id Software game". It has "other elements that make it more complete" - vehicle combat and racing, plus an actual story, and actual characters. Doom III lived in the long shadows of Half-Life 2 and the first two Halo games and as slick as it was, it couldn't help but look old-fashioned. Willits might as well say, we know we've got some catching up to do.
At the same time, he's keen to reel in some of the wilder claims that have been made about Rage in the three information-light years since its announcement. It is not quite an open-world game, being what Willits calls "open but directed", with optional side missions offering distractions from the forward thrust of its gameplay. Nor does it really have any role-playing game elements, Rage following the classic, now almost unfashionable FPS advancement path - the model id itself established - through an ever-expanding and extravagant armoury. The hero is the gun.

The Authority is controlling water prices and it's at a premium, so selling bottles found in the wild is lucrative.
In other words, Rage isn't as hybridised, freeform or anarchic as Borderlands. It's hard not to draw comparisons with Gearbox's charming rogue, with both games having a touch of the Mad Max about their ramshackle wasteland societies, but in all honesty they're not particularly meaningful. Rage certainly shows id broadening its horizons, but the studio is still mainlining taut, hell-for-leather rollercoaster rides.
The game is split into two chapters organised around two hub locations, each occupying a DVD in the Xbox 360 version. "When you switch discs it's a really big story change. Once you move you won't want to go back," says Willits. It begins, not unlike Fallout 3, with your character emerging into a post-apocalyptic society - an asteroid destroyed most of civilisation - from a cryogenic "ark" beneath the earth's surface.
You find Wild West anarchy above ground. Rage's dusty orange landscape is seemingly overrun with bandits and mutants, but is actually in the shadow of a sinister totalitarian force called The Authority, which possesses suspiciously more advanced technology and is on the hunt for ark survivors and the "nanotrites" in their bodies that heal you back to life when you die. "You're Buck Rogers - a very futuristic man from the past," says Willits. There are hints that The Authority's experiments with nanotrites, rather than radiation, created the race of mutants.
For the moment, though, Willits shows us battling bandit gangs from the hub town of Wellspring. Here you can talk to characters, accept missions, buy and sell goods and race. (Of the second chapter, he'll only say that the hub is called "Subway Town" and is "completely different".) You can repair and upgrade your vehicle by indulging in racing and spending your winnings. Willits shows us a quick blast of vehicle combat, a buggy sprinting along a canyon floor firing twin roof-mounted machine guns at similar enemies; it's fast and thrilling, but doesn't look deep. "It's definitely an additive type experience," he says.
Shooting stuff in the face is still your primary concern, then. After dispatching a few fairly wretched-looking mutants we're treated to some markedly more wily bandits; faux-Cockney punks the Wasted, and the more challenging Ghosts, whose acrobatic moves and dynamic pathing through Rage's tangled, rusting industrial battlegrounds have them leaping down at you from unexpected angles.

Going by the demo, id still likes to stage combat in tight confines and surprise the player.
The shooting is evidently meaty and tough, but offers a wide range of sadistic gadgetry and ammo customisation for variety. Most weapons allow for multiple ammo types, including the pistol's explosive "fatboy" bullets and electro bolts for the silent crossbow that can be used to fry groups of bandits standing in water. There's also a "wingstick", a three-bladed boomerang for quiet eviscerations.
The real fun is in the engineering items, though. These crafted gadgets are put together from recipes and parts that you find and trade, and include remote-control car bombs, gun turrets and spidery sentry bots. There's a new one of these toys in each area; if items like the turret take damage they fall apart, but some of their parts can be recovered. You can also loot enemies for items, and Rage has no inventory limit - carry as much around as you want.
That's one of several slightly old-school touches about Rage, despite its widescreen expansiveness and the granular detail of its world. And who's to say id's got that wrong? We may want sophistication and depth from the presentation and structure of our shooters these days, and Rage has that, but many gamers never lost an appetite for unsophisticated, twitchy close-range blasting with solidity and pace in their shooters, and by the look of it Rage has that too.

The racing district in the hub town of Wellspring.
Plus there's the game's look; the artwork is hardly original, it's true, particularly when set side-by-side with the striking Brink, but the incredible level of detail, the vivid colours and the in-your-face, high-contrast lighting mean Rage looks anything but dull - especially in crisp, brisk motion. Willits promises there'll be more variation than we've seen too. True, his idea of varied is impact craters, canyons and a dried ocean bed, but that's already a lot better than endless steel corridors.
id won't say anything about multiplayer - beyond the fact there will be some - or the possibility of co-op yet. With Rage now not due for release until 2011, there's plenty of time. Time enough for Crysis 2 to come and go, too, but we still wouldn't bet on id's old cowboy getting left behind again - not while he still has his finger on the trigger.
Rage will be released for PC, PS3 and Xbox 360 in 2011.
You may also like...
-
Dead Island: Ryder White Review
-
Hirai: Sony could be facing "serious trouble"
-
THQ reveals plans for 1.4m unsold uDraw tablets
-
BioWare suggests keeping Mass Effect 3 saves
-
Lumines Vita Preview: History Repeating
-
Dirt Showdown Preview: The Ghost of Destruction Derby
-
Skyrim PC Creation Kit release date announced
-
Mass Effect 3 Preview: The Good Shepard?
-
Cannon Fodder 3 is… well…
-
Aliens: Colonial Marines trailer shows gameplay glimpses
-
Redundancies confirmed at EA Canada
-
Final Fantasy 13-2 Review
-
App of the Day: Bag It!
-
The Witcher 2 Xbox 360 enhancements trailer
-
Eurogamer.net Podcast #98: Resident Evil and the Circle Pad Pro
-
US lawmaker proposes 1% tax on violent video games
-
Sony on Vita sales: "we do not think we have any problems"
-
SoulCalibur 5 Review
-
Official Uncharted: Golden Abyss Vita case announced
-
Namco Bandai enters SoulCalibur 5 DLC debate
-
Atari "dream team" reforms to make games for "the new arcade", iOS
-
The Last of Us: first in-game screenshots, new gameplay details
-
Valve teases secret Team Fortress 2 project
-
Mass Effect 3 Facebook app rewards Xbox 360 players
-
DoDonPachi: Blissful Death iOS release date announced









Comments (41) 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
I think the point of that was to show that even though the PS3 version may be more stable, the 360 version is still belting along beautifully at 60fps whilst still looking amazing. It's a testament to the quality of the engine.
Hoping that this is id's return to form.
Comment below viewing threshold Show
Comment below viewing threshold Show
It's the same with Crysis 2. The previews I read make it out to be the best looking console game out there, hands down, and the 360 and ps3 versions seem to be on par.
just shows what technical wizardry can do.
I for one am very interested in what ID and Crytek can still pull out of those aging boxes.
Comment below viewing threshold Show
Part of me still craves anything id does, so I hope they don't draw out the process and keep teasing us with loads of 'here's what it could be' demos etc only for it to fall a bit flat.
Comment below viewing threshold Show
I don't know, does it have destruction and most important of all, reliable mp matchmaking?
This engine will be going up against crytek after all and crysis 2 tech looks a whole lot more impressive.
Comment below viewing threshold Show
They sacrifice things such as texture resolution and polygon count in favour of pretty post-processing and shadows. Last time I could just barely read a sign in a game was in 2003. Sure, various environments will look gorgeous from certain distances, such as that cliff-side and what appears to be some sort of marketplace, but the screenshot with the girl looks absolutely terrible.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
There's gotta be compromises somewhere. It's gotta be sub-hd or something to pull that off.
The only open-world game of this generation that managed both a hd resolution and 60fps is Burnout Paradise, and that's a racing game....
I mean, I hope it's true - but c'mon!!! Is he that far ahead of the rest of the pack? Really? Cos that would be phenomenal!!!
Comment below viewing threshold Show
PS3 version runs at stable 30 fps...heh
Comment below viewing threshold Show
Carmack being Carmack I wouldn't put it past him to get it running at 60 fps on both.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
[link url=http://images.eurogamer.net/assets/article s//a/1/0/8/3/5/9/5/3.jpg.jpg
]http://im ages.eurogamer.net/assets/artic...[/link]
I must admit even with half a foot it looks pretty and 60fps is very impressive
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I am sure this game will be technically flawless but story, mood, art direction Mnnn not soooo sure
Comment below viewing threshold Show
The real news are THERE still mileages from current HD consoles Inc X360, with both Rage and Cry Engine maximising and drawing out lotta more than previous engines.
60 fps a sec with frills. People expects even more higher visual standards so a wins for everyone!
Aside from publishers seeking to licence the choice of engines for their games perhaps?!
Comment below viewing threshold Show
Some just need big guns and ugly things to point them at.
Comment below viewing threshold Show
I am getting really tired by this. The quality of an engine isn't judged by how many stuff it can do, but how much stuff it can do in 15ms. Since I see no magic in the efficiency department, it is only a question of how much work they put in instead of how good the work they put in is. I have drawn it a little black and white here but the argument still stands.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
C'mon Eurogame, sort it out.
Comment below viewing threshold Show
While you could be correct, and I gave you + because I think you point is valid, I disagree. I think that the reason for showing this is more about customer base for first person shooters, than anything to do with which is looking better. If they wanted to show the full extent of the engine, then they would use a top of the range PC. Seems to me that this is about showing their target audience what they are getting and drumming up some interest and support from the Xbox fanbase.
You could well be right about the PS3 not being as far as long. It seems to be true in all but a few cases, Burnout Paradise is the only one that I can think off the top of my head but don't quote me for accuracy.
Of course it could have been something as simple as them having a bunch of xbox's that the PR team use. But that's not as much fun for speculations sake
Comment below viewing threshold Show
Comment below viewing threshold Show
The new engine in crysis, is desinged to mean you do all the designing on the PC, and the editing suite spits out the 360, and PS3 versions automatically, bar a bit of bug fixing.
If that doesnt say scalling, and reduced cross platform then i dont know what does?
Comment below viewing threshold Show
Comment below viewing threshold Show
But then, it turned out I didn't like Borderlands that much either.
On the other hand, I loved Fallout 3 and I'm looking forwards to Fallout: New Vegas, so, go figure!
Comment below viewing threshold Show
Might make things a little clearer for those that are doubting or found EG's wording a little vague.
"But what of the PlayStation 3? id Software's Tim Willits says not to worry, that the engine that powers Rage, idTech 5, is "true cross-platform technology."
"We demoed on the 360 here today," he explained, "but our program director actually said 'Do you want to take the PS3? I think it's actually running better.'"
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Like Crisis 2 they show more advanced build/less bugy at the moment.
Probably PS3 version was (due to PS3 being harder to program for) in slightly less advanced build or something like that.
Not even year ago 360 worked in 60 fps and PS3 version struggled to touch 30fps...
[link url=http://www.joystiq.c om/2009/07/30/edge-rage-running-at-60fps-on-360-just-20-to-3 0fps-on-ps3/
]http://ww w.joystiq.com/2009/07/30/edge-r...[/link]
So great progress.
ID will make PS3 version as close as possible to X360 one.
Comment below viewing threshold Show
Comment below viewing threshold Show
Okay, well, the Enclave doesn't rule the world, it just happens to be very, very powerful...and controlling advanced technology, with an interesting in controlling THE FUCKING WATER SUPPLY in Fallout 3. Agh. AAAAAGH. C'mon, id, at least give us story buffs something to go for. They should really prioritize some good writers that do original awful writing and not copy-pasta'd awful writing.
Oh, sorry, was I automatically assuming an id game was going to have awful writing? Sorry, it'll be nearly nonexistent trappings from getting to point A to point B. Which I can accept. I love games that do that, since I can't complain. I can complain when you do that and then blatantly copy a game that your publisher put out last year.
Comment below viewing threshold Show
Comment below viewing threshold Show
(oh, and id make great engines, but the great games come when someone else makes a game with them)
Comment below viewing threshold Show
Oh whoops, Bethesda managed to lift the plot of a game that had never been announced prior to the start of the development of Fallout 3, which had begun development in July of 2004. So yes, Bethesda definitely stole the plot of a game that wouldn't be announced until Fallout 3 was nearly done.
I also like how they shoehorned in the "come back to life after you die" mechanic. It really makes you wonder why all these immortal men of Ark 101 even bothered to go into the Ark.
Comment below viewing threshold Show
I dont have time for more than whats already coming.
Comment below viewing threshold Show